Base damage 80, multiplied by each hit box’s ratio from the weapon’s own table. Time to kill counts the gaps between shots at 910 RPM. Each hit can vary by ±0%.
Handling
Fire modeFull auto
Fire rate910 RPM
Magazine70 + 140
Range100
Damage falloff0.0077
Movement speed−9.7%
Reload animation×1
Draw animation×1
Chest damage a second364
Damage in one magazine1,680
Knockback0.2
Through armour and walls
Through a helmet48% of damage
Through body armour49% of damage
Shoots through wallsYes
Shoots through playersYes
Damage kept through
Tyres100%
Paper100%
Pottery50%
Wood33%
Cushion33%
Against other submachine guns
Head damageBetter than 61%
Chest damageBetter than 55%
Fire rateBetter than 72%
Time to kill (chest)Better than 50%
Damage per secondBetter than 59%
MagazineBetter than 91%
RangeBetter than 20%
Damage falloffBetter than 46%
Movement penaltyBetter than 10%
Ranked among submachine guns with game data. Lower is better for time to kill, falloff and movement penalty.
Spread and recoil
Raw values from the weapon table
Standing
Crouching
Running
Walking
Jumping
First-shot spread
0.0095
0.0085
0.011
0.0105
0.018
Maximum spread
0.145
0.145
0.155
0.145
0.175
Vertical kick
-0.054
-0.05
-0.07
-0.054
-0.05
Horizontal kick
-0.02
-0.019
-0.03
-0.023
-0.035
Five movement states, in the order the game stores them; the labels are our reading of the values. Smaller spread is more accurate.
Z8Games ratings
Damage47
Accuracy90
Rate of fire94
Recoil (lower is better)53
Weight (lower is better)32
The 0–100 bars from the official weapon list. Magazine 70 / 140.